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Camelot Unchained is winding down its KickStarter campaign and the dev team has revealed a lot of great features that will be included. In an exclusive reveal, Mark Jacobs sheds some light on the stealth system that players can expect in Camelot Unchained. Treat yourself to a great read before leaving your thoughts in the comments.

MMORPG: It’s been a long time coming that people found out how you’re going to handle Stealth in CU. What’ve you learned from time spent on DAoC and WAR, to help influence your decisions with Camelot Unchained?

Mark Jacobs: First, I wanted to build a stealth mechanic that is geared to the RvR focus of Camelot Unchained, one that gives stealthers the ability to play a major role in the game. Second, I wanted to design a system that rewarded solo play stealthers while discouraging roaming groups of them since in a game like CU, where we want players of all levels in RvR, their impact could be substantial. Third, I dislike the movement slowdown of some stealther implementations because that gets old fast. Finally, I wanted to see if I could design something that will be both fun for the stealthers and not incredibly frustrating for their victims. I also looked at the implementation of the mechanic in every MMORPG I’ve played and a few others that I didn’t.

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Sounds interesting, there are a few things about this game that have me on the fence.. I've seen GW2 put out a AAA Title that didn't require a sub, so they will have to do something pretty epic to make me pay a monthly again.

But DAoC was pretty epic, so if there is a lore, and a time period of game that could do it, it would be a mix of Pre-TOA, mix of some Catacombs, DAoC. I have faith that he can make the game, I just am not so sure his strength in staying with that vision is there.

“The people that are trying to make the world worse never take a day off , why should I. Light up the darkness” – Bob Marley

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I'm very impressed with the amount of detail being considered for seperate features, some of the things that are disappointing in some MMOs is that everythings designed for everybody so they can get the maximum amount of use out of each feature, but doesn't deliver the quality that makes a game surreal.

I wish them luck in their endevour.

Before you criticize someone, walk a mile in their shoes.That way, if they get angry, they'll be a mile away... and barefoot.

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@Demonic87... How on earth can you say this is another broken stealth mechanic? I'm not yet sure how much I like it as I'm an old school daoc stealther BUT, thus is as far from big standard stealth as any games tried!! There's no insta pop stealth, no huge opening attacks one shotting players, no insta vanish once you have attacked something. To simply dismiss it like you have is a bit silly tbh. If stealthers choose to go off and hunt in the veil then they attack players who come into the veil, these other players from what we've seen so far are "banished" (for want of a better word) to the veil by crowd controlling players so instead of whole grps being mezzed for 9s unable to do anything, they get banished to the veil where they then have to face any stealthers hunting in there, much more interesting idea than standing still for 9s with zZzZzZ a I've your head?

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Not sure how this will turn out, but at least it sounds interesting and different.

If it were for me, I'd remove classes based primarily on stealth from the face of the universe, permanently. They've caused me more grief over the years than any amount of time spent looking for healers or tanks in a chat channel. The pure concept of combining a burst class with on-demand invisibility is a balance nightmare imo, but still one almost every MMO out there takes on.

I hope they won't repeat those mistakes. But I still vividly remember the promises of GW2 in this regard and how it eventually turned out to be 2 - button spamming classes who did insane damage, could continuously re-stealth in combat and would perpetually make entire zergs of people trying to take an objective pointless, for several months.

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As a guy who loves playing both stealthers and non-stealthers, I must say I love the concept of this. It keeps stealth interesting and important while reducing the balance/annoyance problems it presents to non-stealthers.

"Tiny clown, he got wet. I was talking to a psychic and I can't sleep in the ozone. There are too many different peanuts, looking sad.

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An entire class designed specifically to avoid complaints from forum posters about an older game... that's different. I'm far from convinced this design will even appeal to players who like assassins but maybe that's the whole point.